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Robert Amor's Publications in 2005


PDF version is available Plimmer, B. and Amor, R. (ed.) (2005) CHINZ 2005 - Making CHI Natural, 6th International Conference NZ chapter of the ACM's Special Interest Group on Computer-Human Interaction (SIGCHI-NZ), Auckland, New Zealand, 7-8 July, ISBN 1-59593-036-1, ACM Press, 101pp.


PDF version is available Burry, J., Burrow, A., Amor, R. and Burry, M. (2005) Shared Design Space, CAAD Futures, Vienna, Austria, 20-22 June, pp. 217-226.

Abstract: Collaborative design activity that involves remote multilateral, multidisciplinary communication has become more commonplace with the electronic means to communicate across any distance in real time. The communication itself can be both an important repository of project information and an important part of the process of conceptualisation and design development. This research has explored the apparent shortcomings inherent in commonly used means of communication and how these impact on the design process. This paper describes research that has taken as a starting point the analysis and observation of actual design communication from the archive of an internationally published collaborative project involving disciplinarily diverse and globally scattered participants. Through the analysis, we have identified characteristics of communication tools or information environments that would address the particular issues found to impede collaboration while fostering those aspects that support it. The findings have been used to inform the design, specification and implementation of collaborative information spaces based on wiki software.

PDF version is available Amor, R. and Xu, K. (2005) Automated Classification of A/E/C Web Content, 22nd CIB W78 conference on IT in Construction, Dresden, Germany, 19-21 July, pp. 315-319.

Abstract: The amount of useful information available on the web for A/E/C professionals increases inexorably. Numerous search engines allow users to identify potentially useful information in this vast resource, though the majority of these systems work purely on the search terms entered by the user. This means that the web pages which are found are often not as relevant to the user’s needs as would be expected. What is returned is certainly far from the promise of the semantic web where the properties of the content can be readily ascertained. To help address this issue the authors adapt the Latent Semantic Indexing algorithm to enable web pages and sites to be automatically matched to codes in a classification system. This paper discusses the issues involved in developing such a system for A/E/C as well as measuring the results in comparison to the general search engines currently available to professionals.

PDF version is available Wuensche, B.C., Kot, B., Gits, A., Amor, R., Hosking, J. and Grundy, J. (2005) A Framework for Game Engine Based Visualisations, Proceedings of Image and Vision Computing New Zealand 2005 (IVCNZ '05), Dunedin, New Zealand, 28-29 November, pp. 465-470.

Abstract: Game engines are the core software component of video games and typically handle tasks such as rendering, game AI and collision detection between game objects. Due to the popularity of computer games, a huge amount of research has been devoted towards the development of game engines. In this paper we analyse the suitability of game engines for visualisation research. We present a software architecture and a visualisation framework which facilitates this task and we evaluate the suitability of a number of popular engines. We conclude with a summary of our experiences from several case studies.

Robert Amor- Email: trebor@cs.auckland.ac.nz